Blockade Runner by Kopeph Developers
IMPORTANT: Make sure to extract all files, or else the game will not run, then run the jar file inside.
You are one of a few surviving humans in a robot-infested world. Each robot emits light in one of the primary colors (Red, Green, or Blue) which must combine with the color of the floor and/or the colors of light emitted by other robots to create white light. The robots can only see you, the player, if you're standing in white light, and will chase after you as soon as they see you. If they catch you, you're dead. Your goal is to retrieve the Pink Package. Can you successfully dodge those dastardly ambling squares?
Gameplay:
You're that little white square that moves when you twiddle your WASDies. You want to get to the stationary pink square, avoiding the other colored squares moving around aimlessly and emitting light. Levels are procedurally (randomly) generated, and so are enemy positions and movements. If the game seems to be running slowly, reduce your window size until it's as smooth as you want it. Press space to generate a new map, or to restart if you win or lose.
Written in Java using the Processing libraries. All code and assets made by the team during the jam. Based on every top-20 theme except for snowman.
Credits:
Kopeph Developers
Miles: Coding
Dave: Graphics
Alex: Coding and Performance Optimization
You are one of a few surviving humans in a robot-infested world. Each robot emits light in one of the primary colors (Red, Green, or Blue) which must combine with the color of the floor and/or the colors of light emitted by other robots to create white light. The robots can only see you, the player, if you're standing in white light, and will chase after you as soon as they see you. If they catch you, you're dead. Your goal is to retrieve the Pink Package. Can you successfully dodge those dastardly ambling squares?
Gameplay:
You're that little white square that moves when you twiddle your WASDies. You want to get to the stationary pink square, avoiding the other colored squares moving around aimlessly and emitting light. Levels are procedurally (randomly) generated, and so are enemy positions and movements. If the game seems to be running slowly, reduce your window size until it's as smooth as you want it. Press space to generate a new map, or to restart if you win or lose.
Written in Java using the Processing libraries. All code and assets made by the team during the jam. Based on every top-20 theme except for snowman.
Credits:
Kopeph Developers
Miles: Coding
Dave: Graphics
Alex: Coding and Performance Optimization
| Universal (Java) | https://www.dropbox.com/s/cfid116j4wd0dv0/Blockade%20Runner.zip?dl=1 |
| Post-Jam Update (Do Not Score) | http://github.com/Rsranger65/Blockade-Runner/releases/download/v0.07a/blockaderunner-0.07a-jre8.jar |
| Source | https://github.com/Rsranger65/Blockade-Runner |
| Timelapse (Alex) | https://www.youtube.com/watch?v=uQq2luJERHM |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47032 |
Ratings
| Coolness | 63% | 3 |
| Overall(Jam) | 2.95 | 724 |
| Fun(Jam) | 2.46 | 890 |
| Graphics(Jam) | 3.33 | 472 |
| Humor(Jam) | 2.44 | 579 |
| Innovation(Jam) | 3.16 | 422 |
| Mood(Jam) | 2.56 | 819 |
| Theme(Jam) | 3.70 | 352 |
Sometimes it's hard to tell where you spawn. Also, the first time I played I spawned in a closed square.
When I won my eyes just broke.
several of the levels I generated had no solutions (stuck in a box) or little to no white light (so no challenge). Making the levels a bit less random could lead to some interesting though.
Um, so, "Blockade Runner"... this will be blunt, harsh and to the point. Sorry, but it's meant constructively and I won't mince words.
Players don't care what makes a thing work, only about the experience presented. And this is just about the worst possible way to strain someone's eyes: looking for a tiny spot in a wide field of highly saturated colours, all of which are mixing together and moving.
The 'graphics', image/asset wise, could be made in under an hour.
Three of the six times I ran it (including the first time), it randomised into an unconnected rectangle. I tried something like that in LD30 ('Connected Worlds') and had to spend a long while ensuring connectedness - in the end didn't have time to finish the entry, so I totally understand you just leaving this with the occasional break. It always seems like it shouldn't take that much time, but it does.
Also (still playing devil's advocate, here), I didn't read the wall of text concept/description until after playing the game.
I was, however, quite intrigued by the screenshot, as I couldn't work out what it would be.
All that stuff about '20 themes' and 'being a robot'... what? No, you're a painfully slow-moving white dot!
The graphics are genuinely, impressively horrible. The use of saturation inflicts pain (although I've been staring at a monitor for 3 days already), while hue and saturation aren't used at all! If the aim was to strain the player's eyes to the maximum possible extent, you couldn't have done much better.
The only way it could look worse would be to make the victory/death screens raw Cyan, Magenta, or shocking pink, instead of red/green, or perhaps flickering rapidly between red and blue to trigger epileptic seizures (please don't do that).
One of the screenshots shows circles. A circle would be really useful when you spawn.
So, as a game, it's outstandingly bad.
I found the most interesting aspect here to be Alex's timelapse video - I also use Eclipse Luna and didn't know it's possible to block-edit vertically, so thank you for that, I learned something :)
Unfortunately the room creaton is a little bit bugged. It generated a map where the player and the goal were not connected at all. Also it is rather hard to see where you are and where you have to go becuase there is so much going on on the srceen.
Still a very nice entry, well done.
by the way, we added a better description to our game maybe you want to try it again ;)
I also really like the procedurally generated levels, too bad the rooms sometimes don't connect.
The level generation didn't always work out so well, sometimes I couldn't even reach the room with the goal in it. Also, finding yourself and the goal in each new level was sometimes a bit hard.
The color-blending is not only really gorgeous looking, but also an interesting and innovative mechanic once you figure out how it works.